Episode 4

Follow the doctor around the retreat and note that you can do some collecting while in this passive mode (check the collectibles section). Things don't really start to kill your ass until after you meet Barry, so explore as much as you like now. After meeting the Anderson brothers in the canteen, Wake heads back to his room. Next section.

Take the key from the dead nurse and locate the doctor's office. For the achievement Medical Opinions, play the three recordings on the doctor's tape recorder. Once all of them are listened to, the achievement appears. Meet Barry, take the thermos in the storage closet, and get out.

Race to open the door when leaving the office corridor. To get past the possessed objects, head upstairs in the main lobby, and use the generator. This should destroy the items blocking the way onwards.

Use the flare in the storeroom to dissipate the possessed bear statues in the final hallway. The flare respawns if the items are still active on Nightmare. To get past the final two doors, trick/lure the possessed object to smash apart the door (dodge the incoming object for the second door).

Grab the torch from Barry, nuke the gates and take the flares from the shed. You may need one or two to flee past the enemies in the hedgemaze. On nightmare, don't bother exploring, and just flee the area, or you will never win.

With the boss enemy at the gazeebo, it's best that you try to run past it, as there will be birds who will attack constantly. The boss enemy is easy if it were attacking alone, but it isn't. Hence, screw this poop and flee to the next safezone. The item at the gazeebo (flaregun and flare) are not worth this trouble.

Take the shotgun from the shed near the end of the garden maze (past the gazeebo) and get ready to grab the supply cache in the garden (check the collectibles section) and shotgun the three enemies who appear in this zone.

Use the shotgun found in the shed at the hedgemaze's end to blast the enemies in the next section of garden. You need some enemy-free time to use the weak stream of the flashlight on the gates. Once the gates are destroyed, you can move to the next section of the garden.

For the final section of the garden, where Wake waits for Barry the moron to open the gate (timed event, approximately 3 minutes), you don't need to do any fighting. Simply stand on the truncated stone support on the stair-well/wall and wait for the enemies to gather around.

Leave the initial enemies alone as well, since none of them can throw weapons (killing some of the starting enemies will spawn enemies who can fire back). Simply stay on the pillar and wait for Barry to open the gate. Once the gate is open, pop a flare and leave.

Get to the gates to start your regroup with Barry. Move the lightpole to the gates, then turn on the generator. Grab the flashlight and start your sprint, turn, blind, sprint pattern through the enemies until Wake reaches the safezone at the stairs. Sticking around to fight or explore on nightmare is pointless.

Upgrade the torch at the campsite and move on. The traps on the trail are the same as the last time -- steer clear of the glowing traps and locate the ruins with the safezone.

Start up the generator at the ruins for a safezone and checkpoint. There should also be a shotgun so you can waste some backwoods mothersuckers who get too close. Take a stingy attitude though, as Wake's life can regenerate (but not bullets). Make straight for the cabin after you pass the ruins.

Locate the cabin, talk to the dying wino inside and take the revolver. Naturally, if you have the shotgun from the ruins safezone, you should have Wake equip that. Head down into the kitchen and either blast the enemy or flare and evade it (the enemy cannot follow Wake past the broken window).

Outside, grab the supply chests and drive down to the heath. Note that before you trigger the windmill toppling and breaking (hence provoking enemies to track and kill Wake), you can grab items from the second supply cache and the ranger watchtower in this area.

Wake doesn't drive much past the farmland past the cabin with the dead wino. Locate the break in the fence and proceed on foot. On Nightmare, it's better to stick to the sides and sprint past the crane.

Once past the crane, be sure to look around for items (left side, near the windmill) for nightmare items and stuff, although you can always come back after you fight the ambush at the rock concert.

For the concert, simply empty your pockets of flashbangs, flares, and shotgun or rifle ammo. There are occasionally lights where the lead singer would be; if you stay there, the flicker will occasionally assist you in an indirect kill.

It is a timed event. Simply hold out for 3 minutes or so, and all the enemies will be destroyed in a massive light show. Just collect the remaining items (and the heavy duty lantern) before following Barry.

Get Barry into the large Anderson barn, and once inside, head upstairs. Locate the Viking Boat crane switch in the barn's upper floor and operate it to open the way onwards.

Deal with the enemies outside the barn by using the live wires to fry them all. Only with all enemies gone can Wake have the time needed to recharge the flashlight batteries to kill the possessed pick-up truck blocking the path.

Go up the milk station to open the door for Barry. Flashbang the enemy who ambushes Wake on the second story, or flare and flee (you do not come back to this area). Use the lift to go down and get ready to fight the possessed combine machine. Since it kills with two hits on Nightmare, a good way is to exploit the A.I.'s driving behavior.

When Wake exits the barn with the combine, turn left and get ready to dash/sidestep the machine as it charges. Once the enemy vehicle hits the fence, it will try to overcorrect its turning to kill Wake, which of cours, cannot since its turning radius is limited. Stay to the side and roast the sum'bitch with flares and boosted torchlight.

Immediately after the combine, use the remaining haystacks to play keep away with the tough enemy. Wear through his dark shield and waste him with what ammo you have remaining. Climb the ladder, grab the door key from the shack with flickering lights, and regroup with Barry.

Open the gates with Barry and head into the farmhouse. Locate the fusebox on the second story of the house, then go back downstairs and interact with the vinyl record in the living room.

In the final part of the mission, follow the ghosted Wake into the cabin. Head to the break in the balcony, then go down to the docks/wood pier and wait for him to haul his ass out of the water.

Shift focus to the cabin window when prompted (at the dock) and head back into the cabin, and go upstairs to the second floor. Locate the typewriter and Wake will type, "A Winnar Is You." Next mission.